Unique weapon actions can have a powerful impact on combat – discover the Top 10 best unique weapon actions in Baldur’s Gate 3!
Weapon Actions in Baldur’s Gate 3
Weapon actions are specific combat actions a character can take based on the weapon you are wielding. Furthermore, these weapon actions are generally better than your normal weapon attack. Consequently, these weapon actions are usually limited to only once per Long or Short Rest. Additionally, Unique Weapon Actions are specific to weapons and base weapon actions.
All weapons in Baldur’s Gate 3 have at least one basic weapon action they can grant to their user. Some may even have two or three. However, in order to use any weapon action, your character must be proficient in that weapon type.
Weapon actions are stronger not only because they might deal more damage, but because they can possibly inflict conditions such as Bleed, Burning, and Prone on an enemy.To avoid these your target will have to successfully roll a saving throw, which is usually based on Strength or Dexterity scores. Overall, weapon actions are added tools that can enhance your weapons power.
Finally, some weapons in Baldur’s Gate 3 have unique weapon actions. This means that the weapon action is only available on a specific named weapon. The only way to access a unique weapon action is for you to find the weapon and equip it to a character with proficiency. In this following guide, we’ll go over the top 10 best unique weapon actions in Baldur’s Gate 3, their pros and cons, and how to get the weapon it’s attached to.
Top 10 Best Unique Weapon Actions in Baldur’s Gate 3
Here are the Top 10 Best Unique Weapon Actions in Baldur’s Gate 3:
- Phalar Aluve: Shriek – From Phalar Aluve
- Topple the Big Folk – From Balduran’s Giantslayer
- Bolt of Celestial Light – From Gontr Mael
- Illuminating Shot – From Fabricated Arbalest
- Zephyr Flash – From Nyrulna
- Dueller’s Enthusiasm – From Duellist’s Prerogative
- Blood-Curdling Emission – From Bow of the Banshee
- Colossal Onslaught – From Jorgoral’s Greatsword
- Soulbreaker – From Silver Sword of the Astral Plane and Soulbreaker Greatsword
- Grand Slam – From Corpsegrinder
10. Grand Slam
Grand Slam unique weapon action features:
- Action Description: Slam your weapon into the ground, dealing additional Thunder damage equal to your proficiency bonus. Thunderously impacting nearby foes and possibly pushing them away.
- Saving Throw: Dexterity
- Associated Weapon: Corpsegrinder
- Where to find: Taken from Cairos at the docks northwest of Rivington (X-210, Y:99), Act 3
The Grand Slam unique weapon action creates an area-of-effect damage radius that can hit multiple enemies at once. Moreover, it deals additional Thunder damage equal to your proficiency bonus. What makes this weapon effective, however, is the possibility of pushing your enemies away from you. Unless they roll a successful Dexterity saving throw, all enemies in the hit radius will be pushed back. This effect will create some good space between you and a group of enemies if you are surrounded and feeling the pressure. Moreover, if any enemies are standing near a ledge there is a chance they can fall off of it for an instant-kill.
The main downside to this weapon action is that the weapon it’s attached to, the Corpsegrinder, is a maul that isn’t available until Act 3. It can be found in the Rivington area, but by the time you reach the City you will likely be starting to find a lot of end-game weapons that are just more powerful. Still, this can be a good weapon for a back-up companion. Or something to equip if you know you are heading into a fight where there are lots of dangerous ledges around.
9. Soulbreaker
Soulbreaker unique weapon action features:
- Action Description: Rend the enemy’s body and soul, dealing additional Psychic damage equal to your proficiency bonus, and possibly Stun them.
- Saving Throw: Constitution
- Associated Weapon: Silver Sword of the Astral Plane and Soulbreaker Greatsword
- Where to find: Dropped by Kith’rak Voss in Act 1 or rewarded in Act 3 (Silver Sword); Looted from Kith’rak Therezzyn in Crèche Y’llek (X:1408 Y: -763) (Soulbreaker Greatsword)
At the number nine spot is Soulbreaker. This is a good weapon action because it provides a way for a melee combatant to cause a stun in the early game of Baldur’s Gate 3. Stun in a condition that will incapacitate an enemy for 2 turns, during which they cannot make any movements or actions. It allows you and your companions to get in additional free hits without taking return damage.
Moreover, Soulbreaker also does additional Psychic damage, which makes it a great choice to equip to a Githyanki fighter such as Lae’zel.
Both of the weapons you can find the Soulbreaker action on can be found in Act 1. Silver Sword of the Astral Plane will take the Command spell, some luck, and possibly lots of reloading. However, if that fails then the Soulbreaker Greatsword is more easily attainable at the Crèche.
The usefulness of this unique weapon ability does fade as the game progresses. Additionally, if you aren’t playing a Githyanki or haven’t recruited Lae’zel, then other races won’t really get the same powerful benefits to using this weapon.
8. Colossal Onslaught
Colossal Onslaught unique weapon action features:
- Action Description: Channel your mettlesome strength and strike all creatures in a line, dealing bonus Slashing damage equal to your proficiency bonus.
- Saving Throw: None, no condition
- Associated Weapon: Jorgoral’s Greatsword
- Where to find: Looted from or sold by Corsair Greymon in the Gyrmforge (X:-626 Y:327), Act 1
In addition to a lack of stuns early on, melee fighters in Baldur’s Gate 3 also don’t have a lot of area-of-effect attacks. The weapon action Colossal Onslaught not only fills that gap, but you can acquire it during Act 1. It is granted by the weapon Jorgoral’s Greatsword, and you can find it in the Grymforge after making your way into the Underdark.
Colossal Onslaught allows you to swing your sword in a large AoE arc in front of you, giving you a way to cut down multiple enemies in front of you. The base damage on this weapon is fantastic for an Act 1 sword, and on top of that it will deal additional Slashing damage equal to your proficiency bonus. Furthermore, even if you miss, your targets will still incur half the damage.
The only downside to this weapon is that it power fades by the time you reach late Act 2 and 3. However, that could really be said of just about any Act 1 weapon, and is no reason not to make a bit of extra effort to get this for one of your front-line damage dealers.
7. Blood-Curdling Emission
Blood-Curdling Emission unique weapon action features:
- Action Description: On a hit, possibly inflict Frightened. Gain a +1d4 bonus to attack and damage against Frightened creatures.
- Saving Throw: Wisdom
- Associated Weapon: Bow of the Banshee
- Where to find: Looted from or sold by Corsair Greymon in the Gyrmforge (X:-626 Y:327), Act 1
The Blood-Curdling Emission weapon action is another incredibly helpful weapon action in Act 1 because you have a chance to inflicted the Frightened condition on your target. The frightened condition requires success on a wisdom saving throw in order to avoid. If your target fails, they will be unable to move for two turns. Additionally, they will have Disadvantage on all ability checks and attack rolls. Therefore, not only can you and your party more easily cause damage to them, but they will have a much harder time dealing any damage in return.
Furthermore, an exciting feature of this weapon is that the passive bonus that grants you extra damage on a hit against Frightened enemies applies to all of the user’s equipped weapons. However, the Frightened condition can only be inflicted by a shot from the Bow of the Banshee. Therefore, even a melee fighter could fire this ranged weapon, use it to inflict Frightened, and then attack that target with a stronger melee weapon.
6. Dueller’s Enthusiasm
Dueller’s Enthusiasm unique weapon action features:
- Action Description: While you are not dual-wielding, you can make an additional melee attack with The Dueller.
- Saving Throw: None, no condition
- Associated Weapon: Duellist’s Prerogative
- Where to find: Reward for completing the Save Vanra quest in Baldur’s Gate Lower City, Act 3
Dueller’s Enthusiasm is a bit of a niche unique weapon action, but it has the potential to be part of a strong build when played right. It essentially acts as an off-hand attack, using a bonus action to deal extra damage plus Necrotic. However, this bonus only applies if you are not dueling wielding.
Moreover, it pairs well with the Defensive Duellist feat, which allows you to use a reaction point to increase your Armour Class so long as you are wielding a Finesse weapon you are proficient in. Given that the Duller’s Enthusiasm is found on the Duellist’s Prerogative rapier, this finesse weapon is a perfect match.
Unfortunately, the downside to this weapon action is that it requires a very specific playstyle to make it work. However, it can be part of a powerful melee build because it scales damage based on Strength or Dexterity. Therefore, you can use the Elixir of Cloud Giant Strength to get huge Strength, and thus, damage. Ultimately, it won’t outperform Greatswords, dual crossbows, or longbow damage, but could be a good fit for a Warlock build.
5. Zephyr Flash
Zephyr Flash unique weapon action features:
- Action Description: Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding.
- Saving Throw: Dexterity
- Associated Weapon: Nyrulna
- Where to find: Found in the Jungle area Akabi, the djinni at the Circus of the Last Days, teleports you to
When you’re first looking at the tooltip for the Nyrulna trident, it appears that this weapon is mostly built around the ability to throw the weapon and have it passively/magically return to you. However, Nyrulna also grants you access to the Zephyr Flash weapon action, which is a fantastic gap-closer ability that not only does great damage but can also inflict the Bleeding condition.
The Bleeding condition will require a Dexterity saving thrown. If failed, your target takes 2 Slashing damage per turn for 3 turns, and has Disadvantage on Constitution saving throws. Moreover, the air blast Zephyr Flash creates hits not only your target, but also any other enemies unlucky enough to be in the way. Furthermore, you are safe from all Opportunity Attacks during this move, so you won’t have to worry about reaction damage.
Unfortunately, you won’t be able to get Nyrulna until Act 3, but you can get it while in the first Rivington area at the Circus of the Last Days.
4. Illuminating Shot
Illuminating Shot unique weapon action features:
- Action Description: Fire a shimmering bolt that inflicts 1 turn of Radiating Orb upon the target.
- Saving Throw: None, no condition
- Associated Weapon: Fabricated Arbalest
- Where to find: Looted from Gortash in Wyrm’s Rock Fortress (X: -21 Y: 203), Act 3.
The effect of the Illuminating Shot weapon action is not only the base damage but also the generation of 1 turn of Radiating Orb on your enemy. Radiating Orb is a condition that causes the affected entity to have -1 to Attack Rolls per remaining turn. Additionally, it also sheds bright light on the area surrounding it.
What makes Illuminating Shot so strong is a couple of different things. First, it only uses a Bonus Action, so your character can still inflict higher damage with a stronger weapon or spell. Secondly, you can stack Radiating Orbs by equipping and using gear such as Luminous Armour, Luminous Gloves and The Sacred Star. The effect can go all the way up to a -10, which will cripple your enemy if you can manage it.
However, the downside to this weapon action is that the Fabricated Arbalest it’s attached to is a heavy crossbow. Heavy Crossbows are a Ranged Martial Weapon, and therefore limited in usage due to proficiency requirement. No races are proficient with them and only Barbarians, Fighters, Paladins, and Rangers have innate class proficiency.
3. Bolt of Celestial Light
Bolt of Celestial Light unique weapon action features:
- Action Description: Frighten your target with intimidating arrows. After attacking, ranged weapon attacks made by Gontr Mael deal an additional 1d4 Radiant damage.
- Saving Throw: Wisdom
- Associated Weapon: Gontr Mael
- Where to find: Looted from Steel Watch Titan, Baldur’s Gate City (X: -291 Y: -163), Act 3
The Bolt of Celestial Light weapon action is something you can use to temporarily really crank up your damage dealt at ranged. It comes on the legendary Gontr Mael longbow, which will require toppling the Steel Watch Foundry in order to claim it. The base damage of this action really packs a punch, and can also inflict your target with the Frightened condition.
Once a target is Frightened, attacks from any of your companions will have a higher chance to hit. Furthermore, after using Bolt of Celestial Light your following weapon attacks with the Gontr Mael will deal additional Radiant damage.
The disadvantage to this weapon action is that the Frightened condition only lasts for two turns. Although this weapon action does refresh on Short Rests, that’s still a limited amount of uses with a condition that lasts for a limited amount of time. You’ll need to choose the timing of your shot and your target wisely in order to get the most out of the Bolt of Celestial Light weapon action.
2. Topple the Big Folk
Topple the Big Folk unique weapon action features:
- Action Description: Deal additional damage equal to your proficiency bonus. On a hit, Large, Huge, or Gargantuan creatures take an additional 2d6 Slashing damage and must succeed a Strength saving throw or fall Prone.
- Saving Throw: Strength
- Associated Weapon: Balduran’s Giantslayer
- Where to find: Completing the Wrymway Trials and loot from the final boss, Act 3
The Topple the Big Folk is one of the best weapon actions in all of Baldur’s Gate 3, and can be a game-changer when it comes to taking down some of the largest and strongest enemies in the game. First, it deals damage equal to proficiency bonus, which is +4 at Level 9 or higher.
Secondly, the biggest bonus is that large, huge, and gargantuan creatures take an additional 2d6 Slashing damage. This is on top of your normal attack, on top of proficiency bonus, and even on top of any poison on your weapon. Moreover, your target must succeed a Strength saving throw or be knocked prone (stunned).
Steel Watchers, the Steel Watcher Titan, Yurgir, the Dominated Red Dragon, and finally the Netherbrain itself all fall under these size conditions. These are all part of major end-game fights that you’ll want to have every advantage going into.
The only drawback to this weapon action is that you can’t get Balduran’s Giantslayer until you are a decent amount of the way through Act 3 and into the Lower City. Additionally, it will require a strong melee character to be proficient with a greatsword and the ability can only be used once per Short Rest.
1. Phalar Aluve: Shriek
Phalar Aluve: Shriek unique weapon action features:
- Action Description: The sword Shrieks. All enemies within Range: 6 m / 20 ft of range have a 1d4 penalty to all Saving throws. Affected creatures receive an extra 1d4 Thunder damage.
- Saving Throw: None, no condition
- Associated Weapon: Phalar Aluve
- Where to find: Pulled from out of a rock in the Underdark (X: 116 Y: -192), Act 1.
The Phalar Aluve longsword comes with two variations of a weapon action. Phalar Aluve: Shriek is number one on our Baldur’s Gate 3: Top 10 Best Unique Weapon Actions guide because it can debuff enemies and leave them vulnerable to additional damage from your entire party.
Once the weapon action is active, all it takes is enemies coming within the large 6-meter radius to be affected by its penalty. Moreover, you can move the character with Phalar Aluve equipped to any location in order to inflict either the strongest or the most amount of enemies possible.
The real key to Phalar Aluve: Shriek is that once enemies are affected by the sound, all of your party can attack and deal more damage. Even ranged damage dealers can contribute, without having to get close to combat and risking retaliation.
All Basic Weapon Actions in BG3
Basic Melee Weapon Actions:
- Backbreaker – Warhammers and Mauls
- Brace (Melee) – Glaives and Pikes
- Cleave – Battleaxes, Greataxes, Halbreds, and Greatswords
- Concussive Smash – Morningstars, Clubs, Light Hammers, Maces, Warhammers, Greatclubs, and Mauls
- Maiming Strike – War Picks and Battleaxes
- Disarming Strike – Tridents
- Flourish – Scimitars, Shortswords and Rapiers
- Heartstopper – Morningstars
- Lacerate – Handaxes, Sickles, Scimitars, Battleaxes, Longswords, Glaives, Greataxes, Greatswords, and Halberds
- Piercing Strike – Daggers, Rapiers, Shortswords, Tridents, Pikes, and Javelins
- Pommel Strike – Longswords and Greatswords
- Prepare – Greataxes
- Rush Attack – Longswords, Pikes, Spears, Tridents, Glaives, and Halberds
- Tenacity – Morningstars, Greatclubs, and Mauls
- Topple – Quarterstaves
- Weakening Strike – Rapiers, War Picks, and Warhamers
Basic Ranged Weapon Actions:
- Brace (Ranged) – Heavy Crossbows and Longbows
- Hamstring Shot – Shortbows and Longbows
- Mobile Shot – Hand Crossbows
- Piercing Shot – Heavy Crossbows, Light Crossbows, and Hand Crossbows
Looking For More About Baldur’s Gate 3?
Thank you for reading Baldur’s Gate 3: Top 10 Best Unique Weapon Actions Guide. We also provide the latest news and create guides for Baldur’s Gate 3. Additionally, watch me play games on Twitch or visit my YouTube channel!